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Ignore:
Timestamp:
Sep 23, 2010, 11:22:22 PM (14 years ago)
Author:
jo
Message:

Last Man Standing already works basically. All game rules are implemented and seem to work as intended.

File:
1 edited

Legend:

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  • code/branches/lastmanstanding/src/orxonox/gametypes/LastManStanding.h

    r7480 r7485  
    3131*/
    3232/* BY THE WAY
    33 //You have to add bots (or any other further players) before actually starting a match.
     33//!You have to ADD BOTS (or any other further players) BEFORE actually starting a match!
     34//Maybe a warning should be added in the menu, if a player starts a Last Man Standing match alone.
    3435//Whenever there is only on player in the game, this player will be declared as winner.
    35 //How "death" is managed: Death players become invisivle and aren't allowed to damage any player.
    36 //Though they can recieve damage and they are not invisible on the radar-
     36//How "death" is managed: dead players cannot respawn.
    3737*/
    3838#ifndef _LastManStanding_H__
     
    5555    */
    5656        protected:
    57             int lives; //!< Standard amount of lives.
     57            int lives; //!< Standard amount of lives. Each player starts a game with so many lives.
    5858            std::map< PlayerInfo*, int > playerLives_; //!< Each player's lives are stored here.
    5959            int playersAlive; //!< Counter counting players with more than 0 lives.
    6060            float timeRemaining; //!< Each player has a certain time where he or she has to hit an opponent or will be punished.
    6161            std::map<PlayerInfo*, float> timeToAct_; //!< Each player's time till she/he will be punished is stored here.
     62            virtual void spawnDeadPlayersIfRequested();
    6263
    6364        public:
     
    6667            void setConfigValues(); //!< Makes values configurable.
    6768
    68             virtual bool allowPawnHit(Pawn* victim, Pawn* originator = 0); //!< Prevents hits by players with no lives.
    69             virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponet, his punishment countdown will be resetted. Prevents damage by players with no lives.
     69            virtual bool allowPawnDamage(Pawn* victim, Pawn* originator = 0); //!< If a player shoot's an opponet, his punishment countdown will be resetted.
    7070            virtual bool allowPawnDeath(Pawn* victim, Pawn* originator = 0); //!< Manages each lives.
    7171
     
    7676            virtual bool playerChangedName(PlayerInfo* player);
    7777
    78             virtual void playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn);//makes dead players invisible
    79             virtual void pawnPostSpawn(Pawn* pawn); //just for test case
    8078            virtual void pawnKilled(Pawn* victim, Pawn* killer = 0);
    8179
    8280            const int playerGetLives(PlayerInfo* player);
    8381            void killPlayer(PlayerInfo* player);
    84             //void removePlayer(PlayerInfo* player);
    8582            void tick (float dt);// used to end the game
    8683    };
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